Search found 19 matches

by Murklak
Sat Apr 27, 2024 1:09 am
Forum: Ideas and Suggestions
Topic: Super force build should be the default.
Replies: 2
Views: 80

Re: Super force build should be the default.

I would prefer Force build to be the default because if my imperfect clicking causes an overlap with, let's say, my rail signals, I want that to fail. I would therefore use the keybind for Force build every time just to save myself the frustration. If they change nothing, we'll still be able to chan...
by Murklak
Tue Apr 23, 2024 6:09 am
Forum: Ideas and Suggestions
Topic: Hold R to rotate rails in ghost build mode
Replies: 3
Views: 188

Re: Hold R to rotate rails in ghost build mode

+1

This is already frustrating without all 16 directions.
by Murklak
Fri Apr 19, 2024 11:01 pm
Forum: Ideas and Suggestions
Topic: Train Length Limit Sign
Replies: 2
Views: 360

Re: Train Length Limit Sign

Two entities I'm thinking of: One is a restrictive signal that acts like a rail signal to trains with lengths at or below the limit and acts like a rail chain signal to everything else. This would allow long trains to pass through but not stop. This might be useful for intersections that allow short...
by Murklak
Wed Apr 10, 2024 1:48 am
Forum: Ideas and Suggestions
Topic: Let construction robots place items that were just deconstructed nearby
Replies: 15
Views: 736

Re: Let construction robots place items that were just deconstructed nearby

This would significantly increase the chance of personal robots becoming deadlocked. More frustrating than it's worth.
by Murklak
Mon Mar 04, 2024 5:40 pm
Forum: Ideas and Suggestions
Topic: Add the "out of network" warning triangle for any entity where a logistics connection has been configured
Replies: 5
Views: 266

Re: Add the "out of network" warning triangle for any entity where a logistics connection has been configured

I'm trying to understand what you did that wasn't working. Did you put down an inserter ghost and the robots didn't place the inserter?
by Murklak
Fri Mar 01, 2024 9:28 pm
Forum: Ideas and Suggestions
Topic: Circuit control "Request from buffer chests"
Replies: 3
Views: 180

Re: Circuit control "Request from buffer chests"

Illiander42 wrote: ↑
Fri Mar 01, 2024 9:24 pm
This is a wonderful idea with a terrible justification.
Please validate my suggestion with a better use case. Thanks!
by Murklak
Fri Mar 01, 2024 9:21 pm
Forum: Ideas and Suggestions
Topic: Circuit control "Request from buffer chests"
Replies: 3
Views: 180

Circuit control "Request from buffer chests"

What ? Add an option to enable/disable "Request from buffer chests" on requester chests via the circuit network. Why ? When manually accessing requester chests, new requests are sent while you're digging through the chest. This causes it to double some requests, leading to unnecessary buf...
by Murklak
Fri Mar 01, 2024 12:11 am
Forum: Ideas and Suggestions
Topic: Enable/disable alerts (like structure killed by biters) in options menu
Replies: 2
Views: 213

Re: Enable/disable alerts (like structure killed by biters) in options menu

I kind of like the idea of this being on the shortcut bar so you can turn off turret alerts PER MAP. You might not want them on your own map but need them on the map you share with friends, for instance.
by Murklak
Thu Feb 29, 2024 7:56 pm
Forum: Ideas and Suggestions
Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
Replies: 19
Views: 988

Re: Increase non-stack inserter capacity from 3 to 4 because of stacking

Currently, if a process slows or stops, input belts will backup and be fully packed. If the stacks aren't full, then the belt will not be fully packed. My question is, how will this affect throughput? I don't see it having any significant impact once the process is running again, and if the process ...
by Murklak
Thu Feb 29, 2024 7:40 pm
Forum: Ideas and Suggestions
Topic: Impovements on personal transport
Replies: 4
Views: 354

Re: Impovements on personal transport

There are so many transportation mods that I would be surprised if the devs added a faster option than the spidertron. If you really are spending too much time travelling, I recommend the Teleporters mod.
by Murklak
Thu Feb 29, 2024 7:35 pm
Forum: Outdated/Not implemented
Topic: Splitter filter and input priority
Replies: 4
Views: 294

Re: Splitter filter and input priority

I'm not seeing this behavior from splitters. Mine are working exactly how you said you want them to. Are you playing with mods? One of your mods may be breaking the splitter.
by Murklak
Sun Feb 25, 2024 1:15 am
Forum: Ideas and Suggestions
Topic: Maintainable/modifiable blueprints
Replies: 3
Views: 233

Re: Maintainable/modifiable blueprints

Illiander42 wrote: ↑
Sat Feb 24, 2024 6:28 pm
I'm sure I've seen a post here asking for proper VCS for blueprints that includes stuff like this.
viewtopic.php?f=6&t=110662
by Murklak
Wed Feb 14, 2024 4:26 am
Forum: Ideas and Suggestions
Topic: What if Lubricant was needed for the big mining drill?
Replies: 13
Views: 944

Re: What if Lubricant was needed for the big mining drill?

Alternately flipping drills to keep their connections lined up would be a pain. A blueprint would have to have an even number of drills to be tileable. one of the last FFF revealed that they have fixed flipping and mirroring fluid inputs and outputs so I think that it would be fine in that regard I...
by Murklak
Wed Feb 14, 2024 3:28 am
Forum: Ideas and Suggestions
Topic: What if Lubricant was needed for the big mining drill?
Replies: 13
Views: 944

Re: What if Lubricant was needed for the big mining drill?

Alternately flipping drills to keep their connections lined up would be a pain. A blueprint would have to have an even number of drills to be tileable.
by Murklak
Fri Jan 26, 2024 2:41 pm
Forum: Ideas and Suggestions
Topic: "Requires Mod" Blueprint parameter
Replies: 8
Views: 613

Re: "Requires Mod" Blueprint parameter

This could be done without the game identifying any dependencies. Instead, offer a mod list and the user can check the ones they want. If someone has the blueprint without the required mods, add an alert icon to the blueprint. They can open the blueprint to see what mods are missing. The game doesn'...
by Murklak
Sun Jan 21, 2024 6:52 pm
Forum: Ideas and Suggestions
Topic: Combining, Splitting, and Balancing Large Numbers of Belts
Replies: 69
Views: 21051

Re: Combining, Splitting, and Balancing Large Numbers of Belts

Last I checked, all mods that offer belt balancing functionality have some truly horrible UPS problems that makes using them effectively a non-starter. Is there some reason why a Wube implementation would be similarly poorly optimized? If not, I wouldn't worry about how mods perform when considerin...
by Murklak
Sun Jan 21, 2024 4:57 pm
Forum: Ideas and Suggestions
Topic: Can we get a function to get the stacksize of an Item?
Replies: 5
Views: 406

Re: Can we get a function to get the stacksize of an Item?

This can be done using the 2.0 preview mod, which is at https://mods.factorio.com/mod/pigo-selector-combinator. I use it to calculate the total volume of my trains, giving only my total inventory slots as a constant (40 * wagonCount). Give it a try.
by Murklak
Thu Jan 18, 2024 10:12 pm
Forum: Ideas and Suggestions
Topic: Missing support for keybind conflict detection / Add Duplicate Keybind Warning/ Show double keybinds
Replies: 23
Views: 4392

Simple keybind solution

TL;DR Users can more easily resolve keybind conflicts if they have more information. keybind_sharing.png What? Any keybind that is used for multiple actions should change from grey to blue. This indicates there may be a conflict. The game does not need to determine whether a conflict exists. When t...

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